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2 Commits

Author SHA1 Message Date
kaosat.dev
959951bca4 feat(Blenvy:Bevy): experimentation with hot reload: it works !!
* but it is VERY VERY messy right now
 * BlenvyAssets => BlueprintAssets
 * lots of tweaks & experiments & related changes
2024-06-25 18:34:26 +02:00
kaosat.dev
31f6a0f122 feat(blenvy:blender): a ton of cleanups, fixes & improvements
* fixed bad hashing causing hashed project across two different blender sessions to appear different
 aka, no more systematic re-export of everything when reloading a project in blender !
 * fixed issues with modifier & material hashing that was also causing overly eager change detection
 * previous_xxx_settings are now only saved AFTER a sucessfull export, for coherence
 * added more fine grained setting change detection (aka some setting changes do not require a re-export of all levels & blueprints !)
 * fixed handling of level & library scene names as part of the settings
 * fixed numerous issues with core, auto_export & component settings
 * cleaned up a ton of very verbose debug message
 * BlenvyAssets => BlueprintAssets
 * a lot of minor cleanups
2024-06-25 18:34:07 +02:00
35 changed files with 462 additions and 271 deletions

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@ -20,7 +20,7 @@ pub struct LocalAssets(pub Vec<MyAsset>);
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlenvyAssets(pub Vec<MyAsset>);
pub struct BlueprintAssets(pub Vec<MyAsset>);

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@ -123,7 +123,7 @@ impl Plugin for BlueprintsPlugin {
.register_type::<Vec<MyAsset>>()
.register_type::<Vec<String>>()
.register_type::<LocalAssets>()
.register_type::<BlenvyAssets>()
.register_type::<BlueprintAssets>()
.register_type::<HashMap<String, Vec<String>>>()

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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
use crate::{BlueprintAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
/// this is a flag component for our levels/game world
#[derive(Component)]
@ -76,9 +76,9 @@ pub(crate) fn test_thingy(
&BlueprintPath,
Option<&Parent>,*/
Option<&Name>,
Option<&BlenvyAssets>,
Option<&BlueprintAssets>,
),
(Added<BlenvyAssets>), // Added<BlenvyAssets>
(Added<BlueprintAssets>), // Added<BlueprintAssets>
>,

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@ -14,7 +14,7 @@ license = "MIT OR Apache-2.0"
workspace = true
[dependencies]
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "file_watcher"] }
serde = "1.0.188"
ron = "0.8.1"
serde_json = "1.0.108"

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@ -16,7 +16,7 @@ pub struct MyAsset{
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug, Deserialize)]
#[reflect(Component)]
pub struct BlenvyAssets {
pub struct BlueprintAssets {
/// only this field should get filled in from the Blender side
pub assets: Vec<MyAsset>,
/// set to default when deserializing
@ -49,13 +49,13 @@ pub(crate) struct BlueprintAssetsNotLoaded;
pub(crate) struct AssetLoadTracker {
#[allow(dead_code)]
pub name: String,
pub path: String,
pub id: AssetId<LoadedUntypedAsset>,
pub loaded: bool,
#[allow(dead_code)]
pub handle: Handle<LoadedUntypedAsset>,
}
/// helper component, for tracking loaded assets
#[derive(Component, Debug)]
pub(crate) struct BlenvyAssetsLoadState {

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@ -64,6 +64,7 @@ pub(crate) fn materials_inject(
let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
name: material_info.name.clone(),
path: material_info.path.clone(),
id: material_file_id,
loaded: false,
handle: material_file_handle.clone(),

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@ -89,7 +89,7 @@ impl Plugin for BlueprintsPlugin {
.register_type::<MyAsset>()
.register_type::<Vec<MyAsset>>()
.register_type::<Vec<String>>()
.register_type::<BlenvyAssets>()
.register_type::<BlueprintAssets>()
.add_event::<BlueprintEvent>()
@ -143,6 +143,8 @@ impl Plugin for BlueprintsPlugin {
trigger_blueprint_animation_markers_events,
),
)*/
.add_systems(Update, react_to_asset_changes)
;
}
}

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@ -3,7 +3,7 @@ use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
use serde_json::Value;
use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
use crate::{BlueprintAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
/// this is a flag component for our levels/game world
#[derive(Component)]
@ -103,9 +103,9 @@ pub(crate) fn blueprints_prepare_spawn(
&BlueprintPath,
Option<&Parent>,*/
Option<&Name>,
Option<&BlenvyAssets>,
Option<&BlueprintAssets>,
),
(Added<BlenvyAssets>), // Added<BlenvyAssets>
(Added<BlueprintAssets>), // Added<BlueprintAssets>
>,
@ -115,7 +115,7 @@ pub(crate) fn blueprints_prepare_spawn(
&BlueprintName,
&BlueprintPath,
Option<&Parent>,
Option<&BlenvyAssets>,
Option<&BlueprintAssets>,
),(Added<BlueprintPath>)
>,
mut commands: Commands,
@ -150,10 +150,10 @@ asset_server: Res<AssetServer>,
println!("{} / {}", key, value);
}
if lookup.contains_key("BlenvyAssets"){
let assets_raw = &lookup["BlenvyAssets"];
if lookup.contains_key("BlueprintAssets"){
let assets_raw = &lookup["BlueprintAssets"];
println!("ASSETS RAW {}", assets_raw);
let x: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
let x: BlueprintAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
println!("YAHA {:?}", x);
}

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@ -1,9 +1,9 @@
use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
use serde_json::Value;
use crate::{BlenvyAssets, BlenvyAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
use crate::{BlueprintAssets, BlenvyAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
/// this is a flag component for our levels/game world
#[derive(Component)]
@ -19,7 +19,6 @@ pub struct BlueprintInfo {
pub path: String,
}
/// flag component needed to signify the intent to spawn a Blueprint
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
@ -94,17 +93,15 @@ pub(crate) fn blueprints_prepare_spawn(
Entity,
&BlueprintInfo,
Option<&Parent>,
Option<&BlenvyAssets>,
),(Added<BlueprintInfo>)
Option<&BlueprintAssets>,
),(Added<SpawnHere>)
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
for (entity, blueprint_info, parent, all_assets) in blueprint_instances_to_spawn.iter() {
println!("Detected blueprint to spawn {:?} {:?}", blueprint_info.name, blueprint_info.path);
println!("Detected blueprint to spawn: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
println!("all assets {:?}", all_assets);
//////////////
@ -118,6 +115,7 @@ asset_server: Res<AssetServer>,
if !loaded {
asset_infos.push(AssetLoadTracker {
name: blueprint_info.name.clone(),
path: blueprint_info.path.clone(),
id: asset_id,
loaded: false,
handle: untyped_handle.clone(),
@ -135,10 +133,10 @@ asset_server: Res<AssetServer>,
println!("{} / {}", key, value);
}*/
if lookup.contains_key("BlenvyAssets"){
let assets_raw = &lookup["BlenvyAssets"];
if lookup.contains_key("BlueprintAssets"){
let assets_raw = &lookup["BlueprintAssets"];
//println!("ASSETS RAW {}", assets_raw);
let all_assets: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
let all_assets: BlueprintAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
println!("all_assets {:?}", all_assets);
for asset in all_assets.assets.iter() {
@ -152,6 +150,7 @@ asset_server: Res<AssetServer>,
if !loaded {
asset_infos.push(AssetLoadTracker {
name: asset.name.clone(),
path: asset.path.clone(),
id: asset_id,
loaded: false,
handle: untyped_handle.clone(),
@ -223,7 +222,7 @@ pub(crate) fn blueprints_check_assets_loading(
.entity(entity)
.insert(BlueprintAssetsLoaded)
.remove::<BlueprintAssetsNotLoaded>()
.remove::<BlenvyAssetsLoadState>()
//.remove::<BlenvyAssetsLoadState>() //REMOVE it in release mode/ when hot reload is off, keep it for dev/hot reload
;
}else {
println!("LOADING: done for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
@ -231,6 +230,142 @@ pub(crate) fn blueprints_check_assets_loading(
}
}
/*
pub(crate) fn hot_reload_asset_check(
mut blueprint_assets: Query<
(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState)>,
asset_server: Res<AssetServer>,
mut commands: Commands,
){
for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets.iter_mut() {
for tracker in assets_to_load.asset_infos.iter_mut() {
let asset_id = tracker.id;
asset_server.is_changed()
if asset_server.load_state(asset_id) == bevy::asset::LoadState::
match asset_server.load_state(asset_id) {
bevy::asset::LoadState::Failed(_) => {
failed = true
},
_ => {}
}
}
//AssetEvent::Modified`
}
}*/
use bevy::asset::AssetEvent;
pub(crate) fn react_to_asset_changes(
mut gltf_events: EventReader<AssetEvent<Gltf>>,
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState, Option<&Children>)>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for event in untyped_events.read() {
for (entity, entity_name, blueprint_info, mut assets_to_load, c) in blueprint_assets.iter_mut() {
for tracker in assets_to_load.asset_infos.iter_mut() {
let asset_id = tracker.id;
println!("changed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_modified(asset_id));
}
}
match event {
AssetEvent::Added { id } => {
// React to the image being created
println!("Added untyped {:?}", asset_server.get_path(*id))
}
AssetEvent::LoadedWithDependencies { id } => {
// React to the image being loaded
// after all dependencies
println!("Loaded with deps untyped {:?}", asset_server.get_path(*id))
}
AssetEvent::Modified { id } => {
// React to the image being modified
println!("Modified untyped {:?}", asset_server.get_path(*id))
}
AssetEvent::Removed { id } => {
// React to the image being removed
println!("Removed untyped {:?}", asset_server.get_path(*id))
},
AssetEvent::Unused { id } => {
// React to the last strong handle for the asset being dropped
println!("unused untyped {:?}", asset_server.get_path(*id))
}
}
}
for event in gltf_events.read() {
// LoadedUntypedAsset
/*for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets.iter_mut() {
for tracker in assets_to_load.asset_infos.iter_mut() {
let asset_id = tracker.id;
if blueprint_info.path.ends_with("glb") || blueprint_info.path.ends_with("gltf") {
// let typed_asset_id = asset_server.get_handle(blueprint_info.path);
let foo: Handle<Gltf> = asset_server.load(blueprint_info.path.clone());
//println!("changed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_modified(foo.id()));
println!("changed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_modified(foo.id()));
println!("added {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_added(foo.id()));
println!("removed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_removed(foo.id()));
println!("loaded with deps {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_loaded_with_dependencies(foo.id()));
}
}
}*/
match event {
AssetEvent::Added { id } => {
// React to the image being created
println!("Added gltf, path {:?}", asset_server.get_path(*id));
}
AssetEvent::LoadedWithDependencies { id } => {
// React to the image being loaded
// after all dependencies
println!("Loaded gltf with deps{:?}", asset_server.get_path(*id))
}
AssetEvent::Modified { id } => {
// React to the image being modified
println!("Modified gltf {:?}", asset_server.get_path(*id));
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
for tracker in assets_to_load.asset_infos.iter_mut() {
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
if children.is_some() {
for child in children.unwrap().iter(){
commands.entity(*child).despawn_recursive();
}
}
commands.entity(entity)
.remove::<BlueprintAssetsLoaded>()
.remove::<SceneInstance>()
.remove::<BlenvyAssetsLoadState>()
.insert(SpawnHere);
break;
}
}
}
}
AssetEvent::Removed { id } => {
// React to the image being removed
println!("Removed gltf {:?}", asset_server.get_path(*id))
},
AssetEvent::Unused { id } => {
// React to the last strong handle for the asset being dropped
println!("unused gltf {:?}", asset_server.get_path(*id))
}
}
}
}
pub(crate) fn blueprints_spawn(

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@ -8,7 +8,7 @@ use bevy::scene::SceneInstance;
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo};
use crate::{SpawnHere, Spawned};
use crate::{
BlenvyAssetsLoadState, BlueprintAssetsLoaded, BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
};

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@ -153,7 +153,6 @@ fn process_colorgrading(
for entity in cameras.iter(){
for blender_colorgrading in blender_colorgradings.iter(){
println!("COLOR GRADING");
commands.entity(entity).insert(
ColorGrading{
global: ColorGradingGlobal{

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@ -13231,21 +13231,36 @@
"type": "object",
"typeInfo": "Struct"
},
"blenvy::blueprints::assets::BlenvyAssets": {
"blenvy::blueprints::assets::BlueprintAssets": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"items": false,
"long_name": "blenvy::blueprints::assets::BlenvyAssets",
"prefixItems": [
{
"long_name": "blenvy::blueprints::assets::BlueprintAssets",
"properties": {
"assets": {
"type": {
"$ref": "#/$defs/alloc::vec::Vec<blenvy::blueprints::assets::MyAsset>"
}
},
"loaded": {
"type": {
"$ref": "#/$defs/bool"
}
},
"progress": {
"type": {
"$ref": "#/$defs/f32"
}
}
},
"required": [
"assets",
"loaded",
"progress"
],
"short_name": "BlenvyAssets",
"type": "array",
"typeInfo": "TupleStruct"
"short_name": "BlueprintAssets",
"type": "object",
"typeInfo": "Struct"
},
"blenvy::blueprints::assets::MyAsset": {
"additionalProperties": false,
@ -13297,37 +13312,30 @@
"type": "object",
"typeInfo": "Struct"
},
"blenvy::blueprints::spawn_from_blueprints::BlueprintName": {
"blenvy::blueprints::spawn_from_blueprints::BlueprintInfo": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"items": false,
"long_name": "blenvy::blueprints::spawn_from_blueprints::BlueprintName",
"prefixItems": [
{
"long_name": "blenvy::blueprints::spawn_from_blueprints::BlueprintInfo",
"properties": {
"name": {
"type": {
"$ref": "#/$defs/alloc::string::String"
}
}
],
"short_name": "BlueprintName",
"type": "array",
"typeInfo": "TupleStruct"
},
"blenvy::blueprints::spawn_from_blueprints::BlueprintPath": {
"isComponent": true,
"isResource": false,
"items": false,
"long_name": "blenvy::blueprints::spawn_from_blueprints::BlueprintPath",
"prefixItems": [
{
"path": {
"type": {
"$ref": "#/$defs/alloc::string::String"
}
}
},
"required": [
"name",
"path"
],
"short_name": "BlueprintPath",
"type": "array",
"typeInfo": "TupleStruct"
"short_name": "BlueprintInfo",
"type": "object",
"typeInfo": "Struct"
},
"blenvy::blueprints::spawn_from_blueprints::SpawnHere": {
"additionalProperties": false,
@ -13376,6 +13384,31 @@
"type": "object",
"typeInfo": "Struct"
},
"blenvy::components::blender_settings::lighting::BlenderColorGrading": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"long_name": "blenvy::components::blender_settings::lighting::BlenderColorGrading",
"properties": {
"exposure": {
"type": {
"$ref": "#/$defs/f32"
}
},
"gamma": {
"type": {
"$ref": "#/$defs/f32"
}
}
},
"required": [
"exposure",
"gamma"
],
"short_name": "BlenderColorGrading",
"type": "object",
"typeInfo": "Struct"
},
"blenvy::components::blender_settings::lighting::BlenderLightShadows": {
"additionalProperties": false,
"isComponent": true,
@ -13420,6 +13453,19 @@
"type": "object",
"typeInfo": "Struct"
},
"blenvy::components::blender_settings::lighting::BlenderToneMapping": {
"isComponent": true,
"isResource": false,
"long_name": "blenvy::components::blender_settings::lighting::BlenderToneMapping",
"oneOf": [
"None",
"AgX",
"Filmic"
],
"short_name": "BlenderToneMapping",
"type": "string",
"typeInfo": "Enum"
},
"bool": {
"isComponent": false,
"isResource": false,

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@ -7,7 +7,7 @@ pub use animation::*;
use std::{collections::HashMap, fs, time::Duration};
use blenvy::{
BlenvyAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintInfo, GltfBlueprintsSet, SceneAnimations
BlueprintAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintInfo, GltfBlueprintsSet, SceneAnimations
};
use bevy::{
@ -39,7 +39,7 @@ fn validate_export(
scene_animations: Query<(Entity, &SceneAnimations)>,
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
assets_list: Query<(Entity, &BlenvyAssets)>,
assets_list: Query<(Entity, &BlueprintAssets)>,
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
) {
let animations_found =

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@ -1,5 +1,5 @@
use bevy::{gltf::{GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras}, prelude::*};
use blenvy::{BlenvyAssets, BlueprintInstanceReady};
use blenvy::{BlueprintAssets, BlueprintInstanceReady};
use crate::BasicTest;
@ -32,7 +32,7 @@ pub fn get_descendants(
all_children: &Query<&Children>,
all_names:&Query<&Name>, root: &Entity,
nesting: usize,
to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &BlenvyAssets)>,
to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
)
-> String
{
@ -67,7 +67,7 @@ pub fn draw_hierarchy_debug(
all_children: Query<&Children>,
all_names:Query<&Name>,
to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &BlenvyAssets)>,
to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
mut display: Query<&mut Text, With<HiearchyDebugTag>>,
){
let mut hierarchy_display: Vec<String> = vec![];

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@ -139,29 +139,53 @@ General issues:
- [x] overall cleanup
- [x] object.add_bevy_component => blenvy.component_add
Blender side:
- [x] force overwrite of settings files instead of partial updates ?
- [x] prevent loop when loading/setting/saving settings
- [x] fix asset changes not being detected as a scene change
- [x] fix scene setting changes not being detected as a scene change
- [x] add back lighting_components
- [x] check if scene components are being deleted through our scene re-orgs in the spawn post process
- [x] fix unreliable project hashing between sessions: (note, it is due to the use of hash() : https://stackoverflow.com/questions/27522626/hash-function-in-python-3-3-returns-different-results-between-sessions)
- [x] figure out why there are still changes per session (it is due to object pointer being present in the generated "hash")
- materials & modifiers, both using the same underlying logic
- [x] filter out components_meta
- [x] filter out xxx_ui propgroups
- [x] fix missing main/lib scene names in blenvy_common_settings
- [x] fix incorect updating of main/lib scenes list in settings
- [ ] and what about scene renames ?? perhaps tigger a forced "save settings" before doing the export ?
- [x] should we write the previous _xxx data only AFTER a sucessfull export only ?
- [x] finer grained control of setting changes to trigger a re-export:
- [x] common: any of them should trigger
- [x] components: none
- [x] auto_export:
- auto_export: yes
- gltf settings: yes
- change detection: no ?
- export blueprints: YES
- export split dynamic/static: YES
- export merge mode : YES
- materials: YES
- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
- [ ] handle scene renames between saves (breaks diffing) => very hard to achieve
- [ ] force overwrite of settings files instead of partial updates ?
- [ ] add tests for disabled components
- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
- [ ] find a solution for the new color handling
- [ ] hidden objects/collections not respected at export !!!
- [ ] add option to 'split out' meshes from blueprints ?
- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
- [ ] persist exported materials path in blueprints so that it can be read from library file users
- [ ] just like "export_path" write it into each blueprint's collection
- [ ] scan for used materials per blueprint !
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
- [ ] find a solution for the new color handling
- [x] add back lighting_components
- [x] check if scene components are being deleted through our scene re-orgs in the spawn post process
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
Bevy Side:
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
- [ ] simplify testing example:
- [x] remove use of rapier physics (or even the whole common boilerplate ?)
- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
- [ ] try out hot reloading
- [x] try out hot reloading
- [ ] simplify examples:
- [ ] a full fledged demo (including physics & co)
- [ ] other examples without interactions or physics
@ -170,12 +194,9 @@ General issues:
- [ ] replace all references to the old 2 add-ons with those to Blenvy
- [ ] rename repo to "Blenvy"
- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
- [ ] hidden objects/collections not respected at export !!!
- [ ] add a way of overriding assets for collection instances
- [ ] add a way of visualizing per blueprint instances
- [ ] cleanup all the spurious debug messages
- [ ] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
- [ ] fix animation handling
clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py

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@ -11,7 +11,7 @@ def cleanup_file():
os.remove(gltf_filepath)
return None
else:
return 1
return 1.0
def gltf_post_export_callback(data):
#print("post_export", data)

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@ -36,14 +36,9 @@ def export_blueprints(blueprints, settings, blueprints_data):
collection = bpy.data.collections[blueprint.name]
print("BLUEPRINT", blueprint.name)
for asset in collection.user_assets:
print(" user asset", asset.name, asset.path)
all_assets = []
auto_assets = []
collection["BlenvyAssets"] = assets_to_fake_ron([]) #assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
collection["BlueprintAssets"] = assets_to_fake_ron([]) #assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
# do the actual export

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@ -51,7 +51,6 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
for blueprint in blueprints_data.blueprints:
bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
#bpy.context.window_manager.blueprints_registry.refresh_blueprints()
print("YO YO")
if export_scene_settings:
# inject/ update scene components

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@ -90,7 +90,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
original_name = object.name
blueprint_name = original_collection.name
# FIXME: blueprint path is WRONG !
print("BLUEPRINT PATH", original_collection.get('export_path', None))
# print("BLUEPRINT PATH", original_collection.get('export_path', None))
blueprint_path = original_collection['export_path'] if 'export_path' in original_collection else f'./{blueprint_name}' # TODO: the default requires the currently used extension !!

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@ -19,7 +19,6 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
temp_scene = bpy.data.scenes.new(name=temp_scene_name)
temp_root_collection = temp_scene.collection
print("additional_dataAAAAAAAAAAAAAAAH", additional_data)
properties_black_list = ['glTF2ExportSettings', 'assets', 'user_assets', 'components_meta', 'Components_meta', 'Generated_assets', 'generated_assets']
if additional_data is not None: # FIXME not a fan of having this here
for entry in dict(additional_data):

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@ -3,6 +3,7 @@ import bpy
from .project_diff import get_changes_per_scene
from .auto_export import auto_export
from .settings_diff import get_setting_changes
from blenvy.settings import load_settings, upsert_settings
# prepare export by gather the changes to the scenes & settings
def prepare_and_export():
@ -13,17 +14,28 @@ def prepare_and_export():
if auto_export_settings.auto_export: # only do the actual exporting if auto export is actually enabled
# determine changed objects
per_scene_changes = get_changes_per_scene(settings=blenvy)
per_scene_changes, project_hash = get_changes_per_scene(settings=blenvy)
# determine changed parameters
setting_changes = get_setting_changes()
print("setting_changes", setting_changes)
setting_changes, current_common_settings, current_export_settings, current_gltf_settings = get_setting_changes()
print("changes: settings:", setting_changes)
print("changes: scenes:", per_scene_changes)
print("project_hash", project_hash)
# do the actual export
# blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
auto_export(per_scene_changes, setting_changes, blenvy)
# -------------------------------------
# now that this point is reached, the export should have run correctly, so we can save all the current state to the "previous one"
# save the current project hash as previous
upsert_settings(".blenvy.project_serialized_previous", project_hash, overwrite=True)
# write the new settings to the old settings
upsert_settings(".blenvy_common_settings_previous", current_common_settings, overwrite=True)
upsert_settings(".blenvy_export_settings_previous", current_export_settings, overwrite=True)
upsert_settings(".blenvy_gltf_settings_previous", current_gltf_settings, overwrite=True)
# cleanup
# TODO: these are likely obsolete
# reset the list of changes in the tracker
#bpy.context.window_manager.auto_export_tracker.clear_changes()
print("AUTO EXPORT DONE")
#bpy.app.timers.register(bpy.context.window_manager.auto_export_tracker.enable_change_detection, first_interval=0.1)

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@ -22,6 +22,7 @@ def serialize_current(settings):
current_scene = bpy.context.window.scene
bpy.context.window.scene = bpy.data.scenes[0]
#serialize scene at frame 0
# TODO: add back
"""with bpy.context.temp_override(scene=bpy.data.scenes[1]):
bpy.context.scene.frame_set(0)"""
@ -38,7 +39,6 @@ def get_changes_per_scene(settings):
previous = load_settings(".blenvy.project_serialized_previous")
current = serialize_current(settings)
# determine changes
changes_per_scene = {}
try:
@ -46,11 +46,7 @@ def get_changes_per_scene(settings):
except Exception as error:
print("failed to compare current serialized scenes to previous ones", error)
# save the current project as previous
upsert_settings(".blenvy.project_serialized_previous", current, overwrite=True)
print("changes per scene", changes_per_scene)
return changes_per_scene
return changes_per_scene, current
def project_diff(previous, current, settings):
@ -58,17 +54,13 @@ def project_diff(previous, current, settings):
print("current", current)"""
if previous is None or current is None:
return {}
print("Settings", settings,"current", current, "previous", previous)
changes_per_scene = {}
# TODO : how do we deal with changed scene names ???
# possible ? on each save, inject an id into each scene, that cannot be copied over
print('TEST SCENE', bpy.data.scenes.get("ULTRA LEVEL2"), None)
for scene in current:
print("SCENE", scene)
current_object_names =list(current[scene].keys())
if scene in previous: # we can only compare scenes that are in both previous and current data

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@ -7,13 +7,23 @@ import numpy as np
import bpy
from ..constants import TEMPSCENE_PREFIX
import hashlib
# horrible and uneficient
def h1_hash(w):
try:
w = w.encode('utf-8')
except: pass
return hashlib.md5(w).hexdigest()
fields_to_ignore_generic = [
"tag", "type", "update_tag", "use_extra_user", "use_fake_user", "user_clear", "user_of_id", "user_remap", "users",
'animation_data_clear', 'animation_data_create', 'asset_clear', 'asset_data', 'asset_generate_preview', 'asset_mark', 'bl_rna', 'evaluated_get',
'library', 'library_weak_reference', 'make_local','name', 'name_full', 'original',
'override_create', 'override_hierarchy_create', 'override_library', 'preview', 'preview_ensure', 'rna_type',
'session_uid', 'copy', 'id_type', 'is_embedded_data', 'is_evaluated', 'is_library_indirect', 'is_missing', 'is_runtime_data'
'session_uid', 'copy', 'id_type', 'is_embedded_data', 'is_evaluated', 'is_library_indirect', 'is_missing', 'is_runtime_data',
'components_meta', 'cycles'
]
@ -40,9 +50,7 @@ def _lookup_array2(data):
return peel_value(data)
def _lookup_prop_group(data):
bla = generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
print("PROPGROUP", bla)
return bla
return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
def _lookup_collection(data):
return [generic_fields_hasher_evolved(item, fields_to_ignore=fields_to_ignore_generic) for item in data]
@ -50,9 +58,16 @@ def _lookup_collection(data):
def _lookup_materialLineArt(data):
return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
def _lookup_object(data):
return data.name
return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
def _lookup_generic(data):
return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
# used for various node trees: shaders, modifiers etc
def node_tree(node_tree):
print("SCANNING NODE TREE", node_tree)
#print("SCANNING NODE TREE", node_tree)
# storage for hashing
links_hashes = []
@ -99,18 +114,19 @@ def node_tree(node_tree):
links_hashes.append(link_hash)
#print("node hashes",nodes_hashes, "links_hashes", links_hashes)
print("root_inputs", root_inputs)
return f"{str(root_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"
type_lookups = {
Color: _lookup_color,#lambda input: print("dsf")',
bpy.types.Object: _lookup_object,
bpy.types.FloatVectorAttribute: _lookup_array2,
bpy.types.bpy_prop_array: _lookup_array,
bpy.types.PropertyGroup: _lookup_prop_group,
bpy.types.bpy_prop_collection: _lookup_collection,
bpy.types.MaterialLineArt: _lookup_materialLineArt,
bpy.types.NodeTree: node_tree,
bpy.types.CurveProfile: _lookup_generic
}
def convert_field(raw_value, field_name="", scan_node_tree=True):
@ -122,6 +138,7 @@ def convert_field(raw_value, field_name="", scan_node_tree=True):
conversion_lookup = None # type_lookups.get(type(raw_value), None)
all_types = inspect.getmro(type(raw_value))
for s_type in all_types:
#print(" stype", s_type)
if type_lookups.get(s_type, None) is not None:
conversion_lookup = type_lookups[s_type]
break
@ -132,6 +149,9 @@ def convert_field(raw_value, field_name="", scan_node_tree=True):
#print("field_name",field_name,"conv value", field_value)
else:
#print("field_name",field_name,"raw value", raw_value)
"""try:
field_value=_lookup_generic(raw_value)
except:pass"""
field_value = raw_value
return field_value
@ -146,6 +166,7 @@ def obj_to_dict(object):
# TODO: replace the first one with this once if its done
def generic_fields_hasher_evolved(data, fields_to_ignore, scan_node_tree=True):
dict_data = obj_to_dict(data) # in some cases, some data is in the key/value pairs of the object
dict_data = {key: dict_data[key] for key in dict_data.keys() if key not in fields_to_ignore}# we need to filter out fields here too
all_field_names = dir(data)
field_values = []
for field_name in all_field_names:
@ -153,6 +174,8 @@ def generic_fields_hasher_evolved(data, fields_to_ignore, scan_node_tree=True):
raw_value = getattr(data, field_name, None)
#print("raw value", raw_value, "type", type(raw_value), isinstance(raw_value, Color), isinstance(raw_value, bpy.types.bpy_prop_array))
field_value = convert_field(raw_value, field_name, scan_node_tree)
#print("field name", field_name, "raw", raw_value, "converted", field_value)
field_values.append(str(field_value))
return str(dict_data) + str(field_values)
@ -163,7 +186,7 @@ def mesh_hash(obj):
vertex_count = len(obj.data.vertices)
vertices_np = np.empty(vertex_count * 3, dtype=np.float32)
obj.data.vertices.foreach_get("co", vertices_np)
h = str(hash(vertices_np.tobytes()))
h = str(h1_hash(vertices_np.tobytes()))
return h
# TODO: redo this one, this is essentially modifiec copy & pasted data, not fitting
@ -202,7 +225,7 @@ def animation_hash(obj):
markers_per_animation[animation_name][marker.frame] = []
markers_per_animation[animation_name][marker.frame].append(marker.name)
compact_result = hash(str((blender_actions, blender_tracks, markers_per_animation, animations_infos)))
compact_result = h1_hash(str((blender_actions, blender_tracks, markers_per_animation, animations_infos)))
return compact_result
@ -213,7 +236,7 @@ def custom_properties_hash(obj):
for property_name in obj.keys():
if property_name not in '_RNA_UI' and property_name != 'components_meta':
custom_properties[property_name] = obj[property_name]
return str(hash(str(custom_properties)))
return str(h1_hash(str(custom_properties)))
def camera_hash(obj):
camera_data = obj.data
@ -233,7 +256,7 @@ def bones_hash(bones):
fields = [getattr(bone, prop, None) for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
bones_result.append(fields)
#print("fields of bone", bones_result)
return str(hash(str(bones_result)))
return str(h1_hash(str(bones_result)))
# fixme: not good enough ?
def armature_hash(obj):
@ -250,8 +273,10 @@ def armature_hash(obj):
def material_hash(material, settings):
scan_node_tree = settings.auto_export.materials_in_depth_scan
hashed_material_except_node_tree = generic_fields_hasher_evolved(material, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
return str(hashed_material_except_node_tree)
#print("HASHING MATERIAL", material.name)
hashed_material = generic_fields_hasher_evolved(material, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
#print("HASHED MATERIAL", hashed_material)
return str(hashed_material)
# TODO: this is partially taken from export_materials utilities, perhaps we could avoid having to fetch things multiple times ?
def materials_hash(obj, cache, settings):
@ -271,21 +296,23 @@ def materials_hash(obj, cache, settings):
cache['materials'][material.name] = mat
materials.append(mat)
return str(hash(str(materials)))
return str(h1_hash(str(materials)))
def modifier_hash(modifier_data, settings):
scan_node_tree = settings.auto_export.modifiers_in_depth_scan
#print("HASHING MODIFIER", modifier_data.name)
hashed_modifier = generic_fields_hasher_evolved(modifier_data, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
#print("modifier", modifier_data.name, "hashed", hashed_modifier)
return str(hashed_modifier)
def modifiers_hash(object, settings):
modifiers = []
for modifier in object.modifiers:
print("modifier", modifier )# modifier.node_group)
#print("modifier", modifier )# modifier.node_group)
modifiers.append(modifier_hash(modifier, settings))
print(" ")
return str(hash(str(modifiers)))
#print(" ")
return str(h1_hash(str(modifiers)))
def serialize_scene(settings):
cache = {"materials":{}}
@ -309,16 +336,15 @@ def serialize_scene(settings):
"custom_properties": custom_properties,
"eevee": eevee_settings
}
print("SCENE WORLD", scene.world, dir(scene.eevee))
#generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic)
data[scene.name]["____scene_settings"] = str(hash(str(scene_field_hashes)))
# FIXME: how to deal with this cleanly
print("SCENE CUSTOM PROPS", custom_properties)
data[scene.name]["____scene_settings"] = str(h1_hash(str(scene_field_hashes)))
for object in scene.objects:
object = bpy.data.objects[object.name]
#loc, rot, scale = bpy.context.object.matrix_world.decompose()
transform = str((object.location, object.rotation_euler, object.scale)) #str((object.matrix_world.to_translation(), object.matrix_world.to_euler('XYZ'), object.matrix_world.to_quaternion()))#
visibility = object.visible_get()
custom_properties = custom_properties_hash(object) if len(object.keys()) > 0 else None
@ -332,7 +358,6 @@ def serialize_scene(settings):
materials = materials_hash(object, cache, settings) if len(object.material_slots) > 0 else None
modifiers = modifiers_hash(object, settings) if len(object.modifiers) > 0 else None
object_field_hashes = {
"name": object.name,
"transforms": transform,
@ -348,8 +373,9 @@ def serialize_scene(settings):
"materials": materials,
"modifiers":modifiers
}
object_field_hashes_filtered = {key: object_field_hashes[key] for key in object_field_hashes.keys() if object_field_hashes[key] is not None}
objectHash = str(hash(str(object_field_hashes_filtered)))
objectHash = str(h1_hash(str(object_field_hashes_filtered)))
data[scene.name][object.name] = objectHash
"""print("data", data)

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@ -1,56 +0,0 @@
#print("THIS IS A GEOMETRY NODE")
# storage for hashing
links_hashes = []
nodes_hashes = []
modifier_inputs = dict(modifier_data)
for node in node_group.nodes:
#print("node", node, node.type, node.name, node.label)
#print("node info", dir(node))
input_hashes = []
for input in node.inputs:
#print(" input", input, "label", input.label, "name", input.name)
input_hash = f"{getattr(input, 'default_value', None)}"
input_hashes.append(input_hash)
"""if hasattr(input, "default_value"):
print("YOHO", dict(input), input.default_value)"""
output_hashes = []
# IF the node itself is a group input, its outputs are the inputs of the geometry node (yes, not easy)
node_in_use = True
for (index, output) in enumerate(node.outputs):
# print(" output", output, "label", output.label, "name", output.name, "generated name", f"Socket_{index+1}")
output_hash = f"{getattr(output, 'default_value', None)}"
output_hashes.append(output_hash)
"""if hasattr(output, "default_value"):
print("YOHO", output.default_value)"""
node_in_use = node_in_use and hasattr(output, "default_value")
#print("NODE IN USE", node_in_use)
node_fields_to_ignore = fields_to_ignore_generic + ['internal_links', 'inputs', 'outputs']
node_hash = f"{generic_fields_hasher(node, node_fields_to_ignore)}_{str(input_hashes)}_{str(output_hashes)}"
#print("node hash", node_hash)
nodes_hashes.append(node_hash)
#print(" ")
for link in node_group.links:
"""print("LINK", link) #dir(link)
print("FROM", link.from_node, link.from_socket)
print("TO", link.to_node, link.to_socket)"""
from_socket_default = link.from_socket.default_value if hasattr(link.from_socket, "default_value") else None
to_socket_default = link.to_socket.default_value if hasattr(link.to_socket, "default_value") else None
link_hash = f"{link.from_node.name}_{link.from_socket.name}_{from_socket_default}+{link.to_node.name}_{link.to_socket.name}_{to_socket_default}"
"""if hasattr(link.from_socket, "default_value"):
print("[FROM SOCKET]", link.from_socket.default_value)
if hasattr(link.to_socket, "default_value"):
print("[TO SOCKET]", link.to_socket.default_value)"""
links_hashes.append(link_hash)
#print("link_hash", link_hash)
return f"{str(modifier_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"

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@ -1,8 +1,8 @@
import bpy
from blenvy.settings import are_settings_identical, load_settings, upsert_settings
from blenvy.settings import are_settings_identical, load_settings, changed_settings
# which settings are specific to auto_export # TODO: can we infer this ?
# which common settings changes should trigger a re-export
parameter_names_whitelist_common = [
# blenvy core
'project_root_path',
@ -14,6 +14,7 @@ parameter_names_whitelist_common = [
'library_scene_names',
]
# which auto export settings changes should trigger a re-export
parameter_names_whitelist_auto_export = [
# auto export
'export_scene_settings',
@ -24,34 +25,29 @@ parameter_names_whitelist_auto_export = [
]
def get_setting_changes():
print("get setting changes")
previous_common_settings = load_settings(".blenvy_common_settings_previous")
current_common_settings = load_settings(".blenvy_common_settings")
common_settings_changed = not are_settings_identical(previous_common_settings, current_common_settings, white_list=parameter_names_whitelist_common)
changed_common_settings_fields = changed_settings(previous_common_settings, current_common_settings, white_list=parameter_names_whitelist_common)
common_settings_changed = len(changed_common_settings_fields) > 0
previous_export_settings = load_settings(".blenvy_export_settings_previous")
current_export_settings = load_settings(".blenvy_export_settings")
export_settings_changed = not are_settings_identical(previous_export_settings, current_export_settings, white_list=parameter_names_whitelist_auto_export)
changed_export_settings_fields = changed_settings(previous_export_settings, current_export_settings, white_list=parameter_names_whitelist_auto_export)
export_settings_changed = len(changed_export_settings_fields) > 0
previous_gltf_settings = load_settings(".blenvy_gltf_settings_previous")
current_gltf_settings = load_settings(".blenvy_gltf_settings")
print("previous_gltf_settings", previous_gltf_settings, "current_gltf_settings", current_gltf_settings)
gltf_settings_changed = not are_settings_identical(previous_gltf_settings, current_gltf_settings)
# write the new settings to the old settings
upsert_settings(".blenvy_common_settings_previous", current_common_settings, overwrite=True)
upsert_settings(".blenvy_export_settings_previous", current_export_settings, overwrite=True)
upsert_settings(".blenvy_gltf_settings_previous", current_gltf_settings, overwrite=True)
print("common_settings_changed", common_settings_changed,"export_settings_changed", export_settings_changed, "gltf_settings_changed", gltf_settings_changed, )
settings_changed = common_settings_changed or gltf_settings_changed or export_settings_changed
# if there were no setting before, it is new, we need export # TODO: do we even need this ? I guess in the case where both the previous & the new one are both none ? very unlikely, but still
if previous_common_settings is None:
return True
settings_changed = True
if previous_export_settings is None:
return True
settings_changed = True
if previous_gltf_settings is None:
return True
settings_changed = True
return common_settings_changed or gltf_settings_changed or export_settings_changed
return settings_changed, current_common_settings, current_export_settings, current_gltf_settings

View File

@ -41,11 +41,11 @@ def export_main_scene(scene, settings, blueprints_data):
gltf_output_path = os.path.join(levels_path_full, scene.name)
inject_blueprints_list_into_main_scene(scene, blueprints_data, settings)
print("main scene", scene)
"""print("main scene", scene)
for asset in scene.user_assets:
print(" user asset", asset.name, asset.path)
for asset in scene.generated_assets:
print(" generated asset", asset)
print(" generated asset", asset)"""
"""for blueprint in blueprints_data.blueprints_per_scenes[scene.name]:
print("BLUEPRINT", blueprint)"""
blueprint_instances_in_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, {}).keys()
@ -69,7 +69,7 @@ def export_main_scene(scene, settings, blueprints_data):
# now also add the assets of the blueprints # TODO: wait no , these should not be a part of the (scene) local assets
for asset in blueprint.collection.user_assets:
print("adding assets of blueprint", asset.name)
#print("adding assets of blueprint", asset.name)
all_assets.append({"name": asset.name, "path": asset.path})
"""for asset in auto_assets:
@ -81,8 +81,8 @@ def export_main_scene(scene, settings, blueprints_data):
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
#scene["BlenvyAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
scene["BlueprintAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
#scene["BlueprintAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
if export_separate_dynamic_and_static_objects:
#print("SPLIT STATIC AND DYNAMIC")

View File

@ -9,13 +9,12 @@ settings_black_list = ['settings_save_enabled', 'dry_run']
def save_settings(settings, context):
if settings.settings_save_enabled:
settings_dict = generate_complete_settings_dict(settings, AutoExportSettings, [])
print("save settings", settings, context, settings_dict)
upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list}, overwrite=True)
class AutoExportSettings(PropertyGroup):
settings_save_path = ".blenvy_export_settings" # where to store data in bpy.texts
settings_save_enabled = BoolProperty(name="settings save enabled", default=True)
settings_save_enabled: BoolProperty(name="settings save enabled", default=True) # type: ignore
auto_export: BoolProperty(
name='Auto export',
@ -119,7 +118,6 @@ class AutoExportSettings(PropertyGroup):
self.settings_save_enabled = False # we disable auto_saving of our settings
try:
for setting in settings:
print("setting", setting, settings[setting])
setattr(self, setting, settings[setting])
except: pass
# TODO: remove setting if there was a failure

View File

@ -1,7 +1,7 @@
import os
import bpy
from bpy_types import (PropertyGroup)
from bpy.props import (EnumProperty, PointerProperty, StringProperty, BoolProperty, CollectionProperty, IntProperty)
from bpy.props import (EnumProperty, PointerProperty, StringProperty, BoolProperty, CollectionProperty, FloatProperty)
from blenvy.settings import load_settings, upsert_settings, generate_complete_settings_dict
from .propGroups.prop_groups import generate_propertyGroups_for_components
from .components.metadata import ensure_metadata_for_all_items
@ -18,7 +18,6 @@ def save_settings(settings, context):
# helper function to deal with timer
def toggle_watcher(self, context):
#print("toggling watcher", self.watcher_enabled, watch_schema, self, bpy.app.timers)
if not self.watcher_enabled:
try:
bpy.app.timers.unregister(watch_schema)
@ -76,12 +75,12 @@ class ComponentsSettings(PropertyGroup):
watcher_enabled: BoolProperty(name="Watcher_enabled", default=True, update=toggle_watcher)# type: ignore
watcher_active: BoolProperty(name = "Flag for watcher status", default = False)# type: ignore
watcher_poll_frequency: IntProperty(
watcher_poll_frequency: FloatProperty(
name="watcher poll frequency",
description="frequency (s) at wich to poll for changes to the registry file",
min=1,
max=10,
default=1,
min=1.0,
max=10.0,
default=1.0,
update=save_settings
)# type: ignore
@ -134,7 +133,6 @@ class ComponentsSettings(PropertyGroup):
self.settings_save_enabled = False # we disable auto_saving of our settings
try:
for setting in settings:
print("setting", setting, settings[setting])
setattr(self, setting, settings[setting])
except:pass
try:

View File

@ -19,14 +19,13 @@ def scan_assets(scene, blueprints_data, settings):
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint is not None:
print("BLUEPRINT", blueprint)
#print("BLUEPRINT", blueprint)
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
print("foo", dict(blueprint.collection))
if blueprint_exported_path is not None:
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path})
@ -45,7 +44,7 @@ def scan_assets(scene, blueprints_data, settings):
assets_list_name = f"assets_{scene.name}"
assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
print("blueprint assets", blueprint_assets_list)
#print("blueprint assets", blueprint_assets_list)
def get_userTextures():

View File

@ -42,9 +42,7 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
if editable:
row = panel.row()
#panel.separator()
print("here", user_assets)
for asset in user_assets:
print("asset", asset)
row = panel.row()
split = row.split(factor=nesting_indent)
col = split.column()

View File

@ -17,13 +17,12 @@ def find_blueprints_not_on_disk(blueprints, folder_path, extension):
def check_if_blueprint_on_disk(scene_name, folder_path, extension):
gltf_output_path = os.path.join(folder_path, scene_name + extension)
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
print("level", scene_name, "found", found, "path", gltf_output_path)
return found
def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_path, gltf_extension):
for blueprint in internal_blueprints:
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
# print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
blueprint.collection["export_path"] = blueprint_exported_path
@ -44,14 +43,14 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, settings):
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint is not None:
print("BLUEPRINT", blueprint)
#print("BLUEPRINT", blueprint)
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
print("foo", dict(blueprint.collection))
#print("foo", dict(blueprint.collection))
if blueprint_exported_path is not None:
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
@ -61,9 +60,7 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, settings):
assets_list_name = f"assets_{scene.name}"
scene["assets"] = json.dumps(blueprint_assets_list)
print("blueprint assets", blueprint_assets_list)
"""add_scene_property(scene, assets_list_name, assets_list_data)
"""
#print("blueprint assets", blueprint_assets_list)
def remove_blueprints_list_from_main_scene(scene):
assets_list = None

View File

@ -7,31 +7,25 @@ import blenvy.add_ons.auto_export.settings as auto_export_settings
import blenvy.add_ons.bevy_components.settings as component_settings
# list of settings we do NOT want to save
settings_black_list = ['settings_save_enabled', 'main_scene_selector', 'main_scenes', 'main_scenes_index', 'library_scene_selector', 'library_scenes', 'library_scenes_index',
#'project_root_path_full', 'assets_path_full', ''
]
settings_black_list = ['settings_save_enabled', 'main_scene_selector', 'library_scene_selector']
def save_settings(settings, context):
if settings.settings_save_enabled:
settings_dict = generate_complete_settings_dict(settings, BlenvyManager, [])
print("save settings", settings, context, settings_dict)
# upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list})
raw_settings = {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list}
# we need to inject the main & library scene names as they are computed properties, not blender ones
raw_settings['main_scenes_names'] = settings.main_scenes_names
raw_settings['library_scenes_names'] = settings.library_scenes_names
upsert_settings(settings.settings_save_path, raw_settings, overwrite=True)
def update_scene_lists(blenvy, context):
blenvy.main_scene_names = [scene.name for scene in blenvy.main_scenes] # FIXME: unsure
blenvy.library_scene_names = [scene.name for scene in blenvy.library_scenes] # FIXME: unsure
upsert_settings(blenvy.settings_save_path, {"main_scene_names": [scene.name for scene in blenvy.main_scenes]})
upsert_settings(blenvy.settings_save_path, {"library_scene_names": [scene.name for scene in blenvy.library_scenes]})
def update_asset_folders(blenvy, context):
def update_asset_folders(settings, context):
asset_path_names = ['project_root_path', 'assets_path', 'blueprints_path', 'levels_path', 'materials_path']
for asset_path_name in asset_path_names:
upsert_settings(blenvy.settings_save_path, {asset_path_name: getattr(blenvy, asset_path_name)})
upsert_settings(settings.settings_save_path, {asset_path_name: getattr(settings, asset_path_name)})
settings_dict = generate_complete_settings_dict(settings, BlenvyManager, [])
upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list}, overwrite=True)
def update_mode(blenvy, context):
upsert_settings(blenvy.settings_save_path, {"mode": blenvy.mode })
def is_scene_already_in_use(self, scene):
try:
@ -45,7 +39,7 @@ def is_scene_already_in_use(self, scene):
class BlenvyManager(PropertyGroup):
settings_save_path = ".blenvy_common_settings" # where to store data in bpy.texts
settings_save_enabled = BoolProperty(name="settings save enabled", default=True)
settings_save_enabled: BoolProperty(name="settings save enabled", default=True) # type: ignore
mode: EnumProperty(
items=(
@ -56,14 +50,15 @@ class BlenvyManager(PropertyGroup):
('SETTINGS', "Settings", ""),
('TOOLS', "Tools", ""),
),
update=update_mode
default="SETTINGS",
update=save_settings
) # type: ignore
project_root_path: StringProperty(
name = "Project Root Path",
description="The root folder of your (Bevy) project (not assets!)",
default='../',
update= update_asset_folders
update= save_settings
) # type: ignore
# computed property for the absolute path of assets
@ -76,7 +71,7 @@ class BlenvyManager(PropertyGroup):
description='The root folder for all exports(relative to the root folder/path) Defaults to "assets" ',
default='./assets',
options={'HIDDEN'},
update= update_asset_folders
update= save_settings
) # type: ignore
# computed property for the absolute path of assets
@ -88,7 +83,7 @@ class BlenvyManager(PropertyGroup):
name='Blueprints path',
description='path to export the blueprints to (relative to the assets folder)',
default='blueprints',
update= update_asset_folders
update= save_settings
) # type: ignore
# computed property for the absolute path of blueprints
@ -100,7 +95,7 @@ class BlenvyManager(PropertyGroup):
name='Levels path',
description='path to export the levels (main scenes) to (relative to the assets folder)',
default='levels',
update= update_asset_folders
update= save_settings
) # type: ignore
# computed property for the absolute path of blueprints
@ -112,7 +107,7 @@ class BlenvyManager(PropertyGroup):
name='Materials path',
description='path to export the materials libraries to (relative to the assets folder)',
default='materials',
update= update_asset_folders
update= save_settings
) # type: ignore
# computed property for the absolute path of blueprints
@ -124,8 +119,8 @@ class BlenvyManager(PropertyGroup):
auto_export: PointerProperty(type=auto_export_settings.AutoExportSettings) # type: ignore
components: PointerProperty(type=component_settings.ComponentsSettings) # type: ignore
main_scene_selector: PointerProperty(type=bpy.types.Scene, name="main scene", description="main_scene_picker", poll=is_scene_already_in_use)# type: ignore
library_scene_selector: PointerProperty(type=bpy.types.Scene, name="library scene", description="library_scene_picker", poll=is_scene_already_in_use)# type: ignore
main_scene_selector: PointerProperty(type=bpy.types.Scene, name="main scene", description="main_scene_picker", poll=is_scene_already_in_use, update=save_settings)# type: ignore
library_scene_selector: PointerProperty(type=bpy.types.Scene, name="library scene", description="library_scene_picker", poll=is_scene_already_in_use, update=save_settings)# type: ignore
@property
def main_scenes(self):
@ -171,13 +166,21 @@ class BlenvyManager(PropertyGroup):
print("LOAD SETTINGS")
settings = load_settings(self.settings_save_path)
if settings is not None:
if "mode" in settings:
self.settings_save_enabled = False # we disable auto_saving of our settings
try:
for setting in settings:
print("setting", setting, settings[setting])
setattr(self, setting, settings[setting])
except:pass
"""if "mode" in settings:
self.mode = settings["mode"]
asset_path_names = ['project_root_path', 'assets_path', 'blueprints_path', 'levels_path', 'materials_path']
for asset_path_name in asset_path_names:
if asset_path_name in settings:
setattr(self, asset_path_name, settings[asset_path_name])
setattr(self, asset_path_name, settings[asset_path_name])"""
self.settings_save_enabled = True
# now load auto_export settings
self.auto_export.load_settings()

View File

@ -28,6 +28,8 @@ class BLENVY_OT_scenes_list_actions(Operator):
def invoke(self, context, event):
if self.action == 'REMOVE':
bpy.data.scenes[self.scene_name].blenvy_scene_type = 'None'
context.window_manager.blenvy.main_scene_selector = None # we use these to force update/save the list of main/library scenes
context.window_manager.blenvy.library_scene_selector = None # we use these to force update/save the list of main/library scenes
"""info = 'Item "%s" removed from list' % (target[idx].name)
target.remove(idx)
@ -49,9 +51,9 @@ class BLENVY_OT_scenes_list_actions(Operator):
print("adding scene", scene_to_add)
if self.scene_type == "LEVEL":
context.window_manager.blenvy.main_scene_selector = None
context.window_manager.blenvy.main_scene_selector = None # we use these to force update/save the list of main/library scenes
else:
context.window_manager.blenvy.library_scene_selector = None
context.window_manager.blenvy.library_scene_selector = None # we use these to force update/save the list of main/library scenes
#setattr(source, target_index, len(target) - 1)

View File

@ -70,7 +70,6 @@ def are_settings_identical(old, new, white_list=None):
if old is not None and new is None:
return False
#print("TUTU", old_items, new_items)
old_items = sorted(old.items())
new_items = sorted(new.items())
@ -86,3 +85,33 @@ def are_settings_identical(old, new, white_list=None):
new_items = sorted(new_items_override.items())
return old_items == new_items
# if one of the changed settings is not in the white list, it gets discarded
def changed_settings(old, new, white_list=[]):
if old is None and new is None:
return []
if old is None and new is not None:
return new.keys()
if old is not None and new is None:
return []
old_items = sorted(old.items())
new_items = sorted(new.items())
result = []
old_keys = list(old.keys())
new_keys =list(new.keys())
added = list(set(new_keys) - set(old_keys))
removed = list(set(old_keys) - set(new_keys))
result += added
result += removed
for key in new.keys():
if key in old:
if new[key] != old[key]:
result.append(key)
return [key for key in list(set(result)) if key in white_list]

View File

@ -121,9 +121,9 @@ def test_export_complex(setup_data):
user_asset.path = "audio/fake.mp3"
# we have to cheat, since we cannot rely on the data injected when saving the library file
bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"
#bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
#bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
#bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"
prepare_and_export()